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How to Play Sheepshead

Sheepshead is a five-handed trick-taking card game, Wisconsin's official card game and a Midwest tavern tradition. One player (the picker) takes on the rest, usually with a secret partner. The picking side needs 61 of the 120 points in the deck.

The deck

32 cards: A, 10, K, Q, J, 9, 8, 7 in each suit. Point values: Ace 11, Ten 10, King 4, Queen 3, Jack 2; nines, eights and sevens are worth nothing. The whole deck totals 120.

Trump

Fourteen cards are trump, and the order surprises newcomers. From highest to lowest:

Q♣ Q♠ Q♥ Q♦ J♣ J♠ J♥ J♦ A♦ 10♦ K♦ 9♦ 8♦ 7♦

Every queen, every jack, and all diamonds. The three remaining suits (clubs, spades, hearts) are "fail" and rank A, 10, K, 9, 8, 7. You must follow the suit led if you can; all trump counts as one suit.

The deal and the pick

Everyone gets six cards; two go face down as the blind. Starting left of the dealer, each player may pick the blind (committing to take 61) or pass. The picker adds the blind to their hand and buries two cards face down; buried points count for the picking side.

Partners

When there is no ace to call

Call an ace only. Neither of these exists in the jack-of-diamonds game, which never asks the picker to name anything. Twice in a few hundred hands the picker holds a hand that breaks the rule above, and most players go years without meeting either case. Both are house rules a table switches on.

Rather than take our word for it, deal yourself one: a hand that forces call a ten · a hand that forces card under · a hand holding both black queens. Both open a practice table with the hand already dealt. Press Pick and the situation is in front of you.

Doubling: cracks, blitzes, and the sheepshead call

Two words do a lot of work here, and they are the ones the tables that play this game use. A non-passing player is one who never had the chance to pick: the blind reached the picker before it reached them. Anyone sitting earlier was offered it and turned it down, and a seat that passed has had its say. So there are non-passing opponents, who may crack, and a non-passing partner, who may join the picking side’s answer. Learning later that the picker is your partner does not hand back a turn you already used.

If everyone passes

Scoring

ResultStakes
Picking side takes 61–90base win
91 or more (defenders under 30)double: schneider
Every tricktriple: schwarz
Picker fails (60 or less)paid out instead of collected
Picking side held under 31double against them: schneider

With a partner, the picker carries two shares and the partner one. Alone, the picker carries it all. That holds even when the picking side takes no tricks at all: the partner shares the loss. The running tally lives in The Sheet on the right of every table.

Club terms

Want more?

For deep strategy, the community classics are worth a read: the Ten Commandments of Sheepshead at sheepshead.org. Then come back and schmear something.

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